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FEATURE PRESENTATION SNK: THE ART OF GAMING NEWSLINE ZERO DIVIDE II, ENEMY ZERO, 
OVER BLOOD, SPEED RACER COMIX SUPER STREET FIGHTER II: CAMMY, SAMURAI SHODOWN 


THE MAGAZINE OF ELECTRONIC MANGA GAMING 


NTEWSLINE - 1 

ZERO DIVIDE II I 

LUNAR: THE SILVER STAR 
SPEED RACER 


SUPER STREET FIGHT 


SAMURAI SHODOWN 


2 


II: CAMMY 


$4.95 US/f/$6.50 CAN 




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82009 01433 


PLUS... 


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IEATI 


Ton 


W: THE ART 






roJnd WITH THE 
OF T&E NEO-GEO 

It of Lighting 3 

iv 1 1 iv i i yv i\ n /v OTrno 


NINJA MASTERS 
SHIN OU KEN 


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NAMCO AND BA 


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A FIERY INTERVIEW ON TEKKEN 




THE LATEST GAMING ANIME, MANGA, AND NEWS DIRECTLY FROM JAPAN! 



It's what they live for. 




Against a dark and shifting 3-D landscape, the warriors of the twisted 
underworld known as BATTLE ARENA TOSHINDEN 2™ await your return. 

How do they know you’ll be back? Let’s just say it’s a gut feeling. As in the 
first 360° go-round, the moves are lethal, the stages visceral and the 
characters, wicked. And this time, the original avengers are joined by a 
new crew of fighters. Like Tracy, the sexy cop gone bad;Verm, merciless 
madman; and Chaos, a friendly fella who happens to swing a sickle. 

All of ’em real keen to get to know you better. On every level. 

So welcome back. And plan to stay awhile. Because here in 
Battle Arena Toshinden 2, these forsaken foes aren’t just out to take 

you down. They’re down to take you out. 

http://www.playmatestoys.com 

Battle Arena Toshinden-2 and its characters are trademarks of 

Takara Co., Ltd ©Takara Co., Ltd. 1996 Programmed ©Tamsoft 16200 Trojan Way 

1996. All rights reserved. PlayStation, the PlayStation logo, and La Mirada, ca 90638 

the PS logo are trademarks of Sony Computer Entertainment. (714) 562-1743 



TAKARA 




Samurai Shodown ©1995 SNK/Kyoichi Nanatsuki/Yuki Miyoshi, Panzer Dragoon II Zwei ©Sega 
Arc the Lad II ©Sony Computer Entertainent, Inc. 


i 


FEATURE 


PRESENTATION 


contents 


4 



76 


H 



16 


D 




7 A 





SNK: THE ART OF GAMING 

The company best known for Samurai Shodown and Fatal Fury was 
in arcades when the Neo*Geo was a gleam in a designer's eye. 
Gameplay is the watchword as long-historied SNK prepares to move 
to a new system — and start practicing their art with a new R&D team 
on American shores. 

8 POLYGONS. FIGHTERS AND SPIES 

It's "industrial espionage" to see the prized developers at SNK's 
headquarters in Japan — but who are the people who've made 
more 2D fighting games than anyone, and what's the next project 
on their minds? Shoichiro Takatsu of SNK Japan talks with us 
about Ninja Masters, Samurai Shodown HPG and the plans for 
and problems of 3D. 

10 OUT OF THE ARCADES 

With theatrically successful anime, and half a dozen manga titles 
running at once, few games have more successful spin-off stories 
than SNK's. All you ever wanted to know about the King of 
Fighters manga, the Art of Fighting anime and more, but couldn't 
read enough Japanese to find out! 

SPECIAL REPORT: TO NAMCO AND BACK 

Game On! Japan takes a trip to speak to the makers of the Tekken 
series. Find out where the devil the original Tekken came from — and 
how that led to Tekken 2. 



8 


MANGA 


COM 


16 INTRODUCTIONS 


18 


54 


SUPER STREET FIGHTER II: CAMMY 

A deranged champion captures Guile, and it's up to Cammy 
to save him from the tournament masters of Battlerave. But 
can she silence the twisted sponsor, Sang Froid, if he knows 
the truth about her past? The FIRST EVER APPEARANCE IN 
ENGLISH of the manga by MASAHIKO NAKAHIRA! 

SAMURAI SHODOWN 

Surrounded by the Shiranui Force, the heroes' situation 
couldn't get worse — unless one claw-handed goblin and the 
Dark Disciple himself were to appear! A victim is taken in 
the FIRST EVER APPEARANCE IN ENGLISH of the manga 
by KYOICHI NANATSUKI and YUKI MIYOSHI! 




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P3 ;1 Si;® 


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FROM THE EDITOR 

By Jason Thompson 


iHiii 


ll 


12 


NEWSLINE 

ZERO DIVIDE 2 • LUNAR: THE DIRECTOR'S CUT* ARC THE 
LAD II • OVER BLOOD • SPEED RACER. . . If it's on the way 
from Japan to the States, it has to travel along the Newsline. 


1 5 JAPAN’S TOP TEN VIDEO GAMES 

All systems. All players. 

72 PLAY TESTS 

Reviewed this month: TEKKEN 2, PANZER DRAGOON II ZWEI, 
ROBO PIT, TOKYO HIGHWAY BATTLE. 

78 GAME OVER! 

The Feminine Mystique?? Though some game mags claim 99% 
male readership, it's amazing how well women have broken 
into the citadel of male-dominated gaming. They're not playing, 
however; they're in the games. Chun Li speaks on page 78! 

80 UPCOMING 

Next issue: Summer with Square! 



■. I: Ip' 


GAME ON! USA 



from the editor 

Split 

Personalities 



S ystem wars are exciting periods to enter 
the video game market, with manufactur- 
ers hoping you’ll gamble $300 to try out 
their latest offerings. For Japanese gaming fans 
the choice of system becomes more complex, 
because many companies act like different 
beings in the U.S. and in Japan. 

Many companies have entirely different 
Japanese and U.S. games. In America, Konami 
is almost exclusively known these days for 
sports titles, with the occasional action game. 

In Japan, shooters and simulation games such 
as Tokimeki Memorial are the company’s great- 
est hits. Take Williams and Bally/Midway. 
Mortal Kombat continues to be big here, but 
in Japan it’s never caught on and Williams is 
much less known. Even a hit in both countries, 
Doom , is published in Japan by Imagineer, a 
company whose in-house titles consist of such 
things as Pretty Fighter X. For every company 
which is successful here and overseas, there are 
many which are but shadows of their Japanese 
presence, or wear entirely different masks. 

System manufacturers are far from immune 
to U.S. -Japan differences, and your prefer- 
ences — import or domestic — could easily deter- 
mine your choice. All the people in the U.S. 
who own PC Engines could probably hang out 
in this office right now, though in Japan the 
first CD system has a steady following for 
anime-based games. There aren’t as many 
Neo*Geo owners here as in Japan, where 
Neo*Geo owns hundreds of arcades (perhaps a 
double-speed Neo*Geo CD, like the Japanese 
CDZ, could help...?). The triangle for most 
Americans is still Sony, Sega and Nintendo. 

We all watched the PlayStation march in 
and seemingly knock back Sega at the end of 
1993. However, the PlayStation is marketed at 
an audience older — and less familiar with 
games — than most, concentrating on racing 
and sports games, and anything with polygons. 
Until Beyond the Beyond, Sony of America 
avoided RPGs, the #1 love of manga gaming 
fans. The Saturn made a much better impres- 
sion in Japan with Virtua Fighter and more 
permissive games; many great RPGs and simu- 
lations are available for it. The truth is that in 



Japan, the Super Famicom/Super NES is still 
the primary platform. However, by not realizing 
that this may not apply in the U.S., Nintendo 
has allowed many of its greatest allies, such as 
Enix and Hudson Soft, to abandon their U.S. 
offices or go into hibernation waiting for the 
Nintendo 64. For software developers, it’s a time 
of chaos, mergers and cutbacks. 

In the last ten years, though, American con- 
sole games have come into their own. Japanese 
games are receiving wider recognition, but 
simultaneously American developers — mostly 
driven by hardware — are improving. Look at the 
Nintendo 64’s lineup of mostly-American devel- 
opers such as Rare, and Sony’s reliance on 
American developers such as Psygnosis. Even 
SNK is soon to begin development in America. 
Though I love manga gaming, we need good 
games from whatever source. I still doubt that 
many Japanese gamers are sitting up nights wor- 
rying about when the next Madden is coming 
out, but now it’s not quite as one-sided — 
Americans wanting Japanese games — any more. 

Audiences are sophisticated enough now to 
understand which countries games come from; 
there is more awareness of developers, and that 
the games make the system. How the Big 
Systems orient themselves — by using the devel- 
opment strengths of each country — may just 
determine who wins. Myself, I’m waiting for 
some American developers to start producing 
manga games of their own. 



Jason Thompson 
Editor 

Send your letters and fan art to Game On! USA! 
Address mail to: Game On! USA, c/o Viz 
Communications, P.O. Box 77010, San 
Francisco, G4 94107. Address e-mail to: 
game_on @sirius. com. 


Game On! USA 

The Magazine of Electronic Manga Gaming 
Volume 1, Issue 3 

Publisher 

Seiji Horibuchi 

Editor-in-Chief 
Satoru Fujii 

Senior Editor 

Trish Ledoux 

Art Director 

Yoshiyuki Higuchi 


Editor 

Jason Thompson 

Associate Editor 
Toshifumi Yoshida 

Editorial Assistant 
Kit Fox 

Design and Layout 

Ted Szeto 

Layout Artist 

Samuel Chew 

Contributing Writers 

Andy Chien 
Micah Furuyama 
Kevin Lindsey 
Joseph Mooney 
Shidoshi Naga 
Dan Okada 

Contributing Artist 
Adam Burns 

Special Thanks to 

Toshifumi Yoshida 
Kevin Lindsey 
Sergei Lee Aish 

Game On! Japan 
Editorial Liaison 

Kiminori Nakamura 

Comics Editor 
Annette Roman 

SUPER STREET FIGHTER II: CAMMY 

Story and Art by Masahiko Nakahira 
Translated by James D. Hudnall and Lillian Olsen 
Lettering and Touch-Up by Mary Kelleher 

SAMURAI SHODOWN 

Story by Kyoichi Nanatsuki 
Art by Yuki Miyoshi 

Translated by Fred Burke and Kaoru Hosaka 
Lettering and Touch-Up by Mary Kelleher 

FOR ADVERTISING RATES AND INFORMATION 
CONTACT: 

Sales Manager Bob Ryan 
(413) 546-7073 Ext. 21 


Game On! USA, ISSN 1087-8505, is published monthly 
by Viz Communications, P.O. Box 77010, San Francisco, 
CA 94107 (Internet: http://www.viz.com). One-year char- 
ter subscriptions to Game On! USA are available in the 
U.S. for $49.95 until July 30th, 1996. Regular subscription 
rates in the U.S.: $58.00 for one year, $105.00 for two 
years. In Canada & Mexico: $70.00 for one year, $129.00 
for two years. All other countries: $138.00 for one year, 
$251.00 for two years. ALL ORDERS US$ ONLY! 
STREET FIGHTER II: CAMMY© CAPCOM 1991, 
1993, 1994. SAMURAI SHODOWN© SNK 1995. SUB- 
SCRIBERS/POSTMASTER: Send address changes to 
Game On! USA, P.O. Box 77010, San Francisco, CA 
94107. The Editor welcomes company product informa- 
tion for all video games, comics and video game-related 
merchandise. Such materials should be addressed to: Game 
On! USA, P.O. Box 77010, San Francisco, CA 94107. 
©1996 Viz Communications, Inc. All rights reserved; 
reproduction in whole or in part without permission is pro- 
hibited. Game On! USA is a trademark of Viz 
Communications. FALSE GAME TIP OF THE 
MONTH: Start a two-player game of Fatal Fury Real 
Bout. Immediately both players must “taunt” one another 
simultaneously. Simultaneously taunt again whenever the 
timer is on a prime number (17, 31, etc.) When the match 
times out, repeat. At the end of the third match both char- 
acters will get in the mood and begin making rude com- 
ments towards the people playing. printed in Canada 


2 


GAME ON! USA 



Now Available in Canada! 


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1 IN OTHER DIMENSIONS. 



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Episode 12: "Zero Ryoko", Episode 13: "Here Comes Jurai 
(series climax) 

This is it! The 2nd series climax! Tenchi, Ayeka and Washu join 
Mihoshi in an all-out battle against Dp. Clay and Zero for the life 
of Ryoko. Even after the defeat of Clay though, Tenchi's new 
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COMING IN 
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EL-HAZARD: 

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The Fourth and Fifth Nights 


THE HAKKENDEN 

Volume 4: episode 7 & "Hakkenden Digest' 


ARMITAGE III 

THE GRAND FINALE! 


All titles available on Laserdisc and VHS in dubbed and subtitled versions. Interested? 

Want to know more? Send us your name and address to receive your free issue of our 
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PIONEER ENTERTAINMENT (USA) L.P. • ANIME-11 • P.O.ROX 22782 • LONG REACH, CA 90801 


The Art of Entertainment 















Fatal Fury , Samurai Shodown, Art of Fighting... SNK's 
games have won fame with manga and anime fans as 
well as gamers, and behind them is the backing of a com- 
pany that was in arcades since the beginning 




► 


Fighter's History 

S NK’s arcade ties are no mystery; the 
founder, Eikichi Kawasaki, was origi- 
nally an arcade operator owning sev- 
eral sites in Japan. Kawasaki quickly 
saw he could produce as well as dis- 
tribute arcade games. In July 1978 he 
founded the company under the official name 
Shin Nihon Kikaku (later changed to SNK 
Corporation), and established it in Osaka, Japan. 

Before the Neo*Geo, SNK made dedicated 
arcade games like many other publishers. SNK 
made games throughout the ‘80s, in addition to 
other arcade standbys such as crane machines. 
The Rambo-Y\ke Ikari Warriors was one of their 
best-known early games; others included Beast 
Busters and Iron Tank. The company was a suc- 
cess, both as an arcade chain and a software 
developer. In 1986 SNK established their first 
foreign office, SNK Corporation of America in 
Torrance, California. 

In Japan, where SNK owns several hundred 
arcades, distribution and public awareness of 
their games is second nature. In the States, 
where the business philosophy is different and 
independent operators are the rule, SNK owns 
no arcades. Searching for a way to appeal to 
arcade cabinet distributors (and, after them, the 
arcade owners) in Spring 1990 SNK developed 
the Neo*Geo MVS (Multiple Video System). 

The New Neo*Geo 

The MVS, with its distinctive red cabinet, was 
SNK’s coup — as much a breakthrough in market- 
ing as in technology. MVS machines are standups 
containing multiple cartridge slots, typically four, 
but sometimes six or two (for head-to-head play, 
with an accompanying two screens). The idea was 
that arcade owners could buy the basic MVS kit 
and, for a much lower price than continually buy- 
ing new cabinets, switch and shuffle new car- 
tridges as they were released. 


It worked. In 1990, the 16-bit Neo*Geo 
MVS debuted, with colors, parallax scrolling 
backgrounds, and scaling ability which were 
phenomenal for its time. Even more impressive- 
ly, MVS cartridges required only small adjust- 
ments (being physically larger than normal) for 
use in the Neo*Geo Home System. The system 
was launched nearly simultaneously in Japan and 
the States in early 1991. It boasted the exact 
arcade experience, but the system’s high price 
(over $500) and higher cartridge price (over 
$200) kept away the majority of buyers. 
However, especially in Japan, a user base was 
established — a base (SNK estimates a generous 
400-500,000) which seemed to live in a parallel 
world to the 8-bit, then 16-bit, fights between 
Sega and Nintendo. 

In 1992 SNK Asia Ltd. opened in Hong 
Kong, and in 1 994 SNK opened European 
offices in London. The American division also 
distributes games to the Central and South 
American market. In the search for greatest 
adaptability, SNK designed Neo*Geo games to 
be universal, switching to the appropriate lan- 
guage when played by either a Spanish, Japanese 
or English machine (the English versions often 
have more extensive changes, censoring the blood 
in Samurai Shodown and the lack of bra support 
in Fatal Fury). Despite this, SNK approves of 
import games no more than any game publisher, 
wary of pirate and bootleg versions. 



Art of Fighting 3 


Who Makes the Games? 

SNK R&D takes place at the company head- 
quarters in Osaka, Japan, employing over 300 
people. It’s not surprising that the R&D team 
that has produced more 2D fighting games than 
anyone is headed by Takashi Nishiyama, who 
developed Capcom’s Street Fighter. 

SNK does not 
have many external 
software developers, 
though among them 
are several memorabl 
names. ADK (also 
known as Alpha 
Denshi) developed 
the World Heroes 
games and others, 

Taito produced Bust 
Move , and third part 
Data East ( Fighters' 

History Dynamite ), 

Sunsoft ( Galaxy 
Fight), Sammy, 

Hudson Soft, and 
Technos Japan also pro- Samurai Shodown 3 

duce titles, to name several. The “SNK look” is 
not homogenous. 

SNK is reacting in various ways to game- 
play trends. While in Samurai Shodown 2 only 
four characters had secret moves, games such as 
Art of Fighting 3 (released in May) and Alpha 
Denshi’s 330 MB Ninja Masters (a Samurai 
Shodown-style swordfighting game, planned for 
late summer) have more secret boss codes, hid- 
den characters, and blood codes than before. In 
Art of Fighting 3 the characters are more power- 
ful when played on their birthdays. Shin Ou 
Ken, released in May and developed by Saurus, 
is the first SNK game to use rendered graphics 
for its characters. 

“With players demanding more codes and 
secret characters, you keep adding more memo- 



* 

z 

(f) 

© 


GAME ON! USA 


5 







on the Hanafuda card game (Genjuro). SS3 is 
the latest in the series. 


Fatal Fury 


Fireballs, slum backgrounds, baseball 
caps. ..the first fighting game for the 
Neo*Geo in 1992 (it was in the arcades in 
1991) set its own tone, being developed by 
Takashi Nishiyama {Street Fighter) himself. 
Fatal Fury is set in Southtown, crime-ridden, 
location-inspecific city, where two brothers — 


the States. SNK hopes the licensees will expand 
its audience, without less people buying the 
Neo*Geo home systems. 

SNK’s future plans are in America and in 
new technology. In 1995 SNK hired a select 
group of American programmers, then sent them 
to SNK Japan to learn the Neo*Geo development 
tools. When they return to America, probably 
sometime in 1997, they will form a bridge 
between SNK Japan’s gaming experience and new 
American technology: SGI, motion capture, poly- 
gon graphics, digitized video. SNK R&D 
America will give SNK a greater American — and 
international — presence. A new arcade “simula- 
tion” machine is being developed — a sit-down 
cabinet which, with minor adjustments and car- 
tridge-switching, will be able to switch between a 
racing and a flying game, for example. Lastly, a 
new hardware system is also in the works, said to 
be accompanied by at least three 64-bit games. 

To be simultaneously an arcade operator, a 
game developer, and a hardware producer is to 
know about amusement and entertainment. 

SNK has a lot of experience to draw on for its 
future plans in gaming. . .whatever they may be. 95 


Samurai Shodown 3 


First released in late 1992, Samurai 
Shodown (Japanese title "Samurai Spirits"), 
won a reputation as one of the bloodiest and 
most varied fighting games yet. Set in 1788 
Japan, it was also one of the most historical- 
ly intricate games ever, featuring characters 
based on archetypal or actual Japanese 
heroes such as Yagyu Jubei Mitsuyoshi and 
Hattori Hanzo, on manga characters 
(Charlotte, from The Rose of Versailles) and 


martial artists Terry and Andy Bogard — and 
their friend, kickboxer Joe Higashi, set out to 
avenge the death of Terry and Andy's father, 
Jeff Bogard, at the hands of crime boss Geese 
Howard. Eventually Geese is pushed out the 
window of his skyscraper... but he returns in 
four out of five other games in the series, all 
but Fatal Fury 2. SNK promises that 1996's 
Fatal Fury Real Bout is Geese's last appear- 
ance in any fighting game. 


Fatal Fury Special 


Samurai Shodown 3 


The Future of SNK 

SNK has evolved through many years, but some 
fear the Neo*Geo has stood still since its initial 
release. Now the 32-bit systems can produce close 
adaptations without the Neo*Geo’s proprietary 
chips. Games such as King of Fighters ' 95 have 
been licensed to the Sega Saturn in Japan, and are 
scheduled for release on the Sony PlayStation in 


Samurai Shodown 


IMS 


ry,” says Jorge Hicks, the game counselor known 
as the Neo Messiah. (Hicks took over from the 
past counselor, Chad Okada, the Game Lord.) As 
SNK games improved, with more animation 
frames and characters, they have pressed against 
the limit of even the Neo # Geo’s once-enormous 
330 MB RAM. The first group of Neo*Geo 
games were in the 30-to-50 MB range, but by 
1994 Samurai Shodown was already over 
200 MegaBytes, and recent games are 
"ight up to the limit. Experiments are 
taking place in increasing cartridge 
RAM to 400 or 500 MB ( Shin Ou 
Ken squeezes in at 338 MB, 8 over 
the usual limit). 

The Neo # Geo CD home sys- 
tem, first released in 1995, solves the 
memory limit problem, and SNK hopes 
it will bring them a new audience on other 
merits as well. CDs are infinitely cheaper to man- 
ufacture than cartridges, bringing game prices 
down to a competitive level. However, the CD 
format has one disadvantage. Neo*Geo games are 
designed for the arcade, where memory access is 
instantaneous. The original Neo*Geo CD used a 
single-speed CD drive at a time when double- 
speed has become standard, bringing some load- 
ing times up to 40-50 seconds. Double-speed 
Neo*Geo CDs have been released in Japan, but 
no U.S. release is announced yet. 

The CD format also frees Neo*Geo devel- 
opers to make CD-only games, such as RPGs 
(multiple-hour play times and arcades don’t mix), 
trivia and puzzle games. A long-awaited Samurai 
Shodown RPG ( Shinsetsu Samurai Spirits 
Bushido Retsuderi), made by the same team as the 
original fighting game, is tentatively scheduled 
for July release. 


Art of Fighting 3 




6 


GAME ON! USA 




FEATURE: i'M 



Fatal Fury Real Bout 



Fatal Fury Real Bout 



Metal Slug 






A VISIT TO SMK 



to SNK's headquarters 
for a talk with its vice 
presidents and game 
experts. By reporter 
Kevin Lindsey 

It's the gameplay. 

That's the most frequent answer you get 
when talking to the employees of SNK 
Corporation of America. 

Gameplay is the reason for their success 
and the reason that the company has been 
slow to move into the areas of 3D graphics 
and motion capture. 

"We have always had the end user in mind 
when we make and market our games," Vice 
President Bruce Tomiyama said. "We want 
the punches to look like they're connecting 
and if you go for a kick we want the character 
to actually kick." 

In the end, that's what defines game play 
for SNK and most of the game playing public. 

"It's nice to have a game that looks nice, 
has a good graphics presentation and all of the 
3D graphics, but if it doesn't give you a good 
game then it's a fad," Tomiyama said. "The 
underlying strength of any game is gameplay." 

The company's United States headquar- 
ters, in Torrance, California, is the main mar- 
keting and sales warehouse for the Western 
Hemisphere. A small office section out front 
is there for the few executives, but the heart 
of SNK is the warehouse. It's where the MVS 
cartridges and the infamous candy apple red 
Neo»Geo cabinets are shipped. You can also 
find a small section for the home users 



GAME 


"We think that you'll see a nice blend of 
the same type of game play and the nice 
graphics in the next year," Tomiyama said. 

One of the most anticipated games to fea 
ture this new technology is Ninja Masters. 


tucked into the larger warehouse. 

SNK has never made the big move into 
large scale production of home systems but 
still offers its fans something for the house. 

"Our home product, at least in America, is 
geared towards the hard-core fan," Tomiyama 
said. "We've been successful with that core 
audience who is looking for the same game 
they get in the arcade." 


IT S GOOD TO BE THE MESSIAH 

Jorge Hicks is one of SNK's core audience. 

He bought the original cartridge system 
before he started working for the company 
and still uses it. 

Now he's got the job of his dreams. Hicks 
is the head of Marketing and Product Analysis 
for SNK Corporation of America. In other 
words, his job is to play with games. 

"I play with the games and tell them what 
I think," Hicks said. "It's a great job." 

Of course that's not all that he does for 
SNK; he also handles customers' questions 
about the games and operates the web site. 
For that reason he's called the "Neo 
Messiah." Hicks handles 50-100 calls a day. 

How did Hicks get the job? "Purely by 
chance," he said with a grin. Chance and 
years of game playing experience. When he 
started playing games it was with the 
Odyssey game system and then Colecovision 
and finally Nintendo. 

"I've played most of the systems out 
there," Hicks said. 

Hicks understands the company's insistent 
refrain that game play has to be maintained. 

"I think there is a stagnant environment 
out there right now," Hicks said. "The presen- 
tation has taken on a new dimension but the 
games are really lagging. " 

However, Hicks does still see a bright 
future for the video game industry. 

"I think it's all part of the learning curve," he 
said. "Once the game designers catch up with 
the technology, things will start to improve." 


"Japan is being very secretive about this 
game, in fact, we haven't even 
got much information about it yet," Tomiyama 
said. "But it's the one game 
everyone is buzzing about." 


THE FUTURE HOLDS POLYGONS 
SNK is moving into the future with an eye on 
putting motion capture and updated graphics 
into widespread use over the next year. Shin 
Ou Ken will be the first of SNK's new type of 
games featuring computer graphics. 








Exclusive Interview 







SNK is well-known in America, but — as is almost always the case— it’s Japan, 
specifically the company HQ in Osaka, where the actual games are made. 
Within the headquarters of R&D, overseen by Takashi Nishiyama, developer of 
Street Fighter , both the hardware and software futures of SNK and the Neo*Geo 
are in the works. Game On! USA took the time for, if not industrial espionage, at 
least some questions to Mr. ShoichiroTakatsu, Publicist for SNK Development 





■ 


ROUND 1 

Game € In! USA: To begin with... How 
is SNK R&D divided up? 


Takatsu: They’re divided into the Fatal 
Fury group, the Samurai Shodown 
group, etc. Each title has a team. 


Game On! USA: Which is your all-time 
best-selling game? 



Shin Ou 


8 GAME 


Takatsu: If we had to pick one it’d proba- 
bly be Fatal Fury. Probably around Fatal 
Fury Special was when the popularity 
was highest. 

Game On! USA: Do you send out for 
art, or are all your character designers 
on staff? What about the artist who does 
the Fatal Fury designs? 

Takatsu: They’re all staff. However, their 
names are secret. 

Game On! USA: I notice that everybody 
seems to say that when they talk about 
their developers... or they all have pen 
names. 


Takatsu: Well, it’s a small 
industry... there’s a lot of headhunting 
going on from competition, so you really 
have to keep your chief designers’ and 
developers’ names secret. I think most 
companies do the same: hiding names, 
never publishing photos of these people. 

Game On! USA: Its almost like 
spy/espionage. 

Takatsu: Well, it is industrial espionage. 

Game On! USA: With all these 2D 
fighting games, you have to come up 
with new ideas. . .using the really large 
characters in Art of Fighting, the line- 
changing in FF, or the swords in SS. 
What do you think the next step in mak- 
ing a game interesting might be like? 

Takatsu: I guess one of the reasons SS 
was so popular was that it was one of the 
first to incorporate weapons into a head- 
to-head game. I think what we have to 
consider for developing any game is: how 
can we get the occasional video game 
player to enjoy it, not just the fighting 


Shin Ou Ken©Saurus 



Ninja Masters ©SNK/ADK, Shin Ou Ken 
©Saurus, Fatal Fury Real Bout ©SNK 



Fatal Fury Real Bout 




Ninja Masters 


Ninja Masters 



game freaks? That’s going to be the main consider- 
ation for any game. 

Game On! USA: Are you going to get into poly- 
gon games? 

Takatsu: Right now we don’t have any plans, but 
following the trend of the times we probably will. 

Game On! USA: Is the Neo*Geo equipped to han- 
dle 3D, or will you have to do it through software? 

Takatsu: I guess in the future the hardware will 
have to make polygons possible. At the present 
point, 2D games are the only thing we can do. 

Our basic goal is to make the games that you play 
in the arcade playable at home; most likely the top- 
ics of how to make the Neo # Geo CD faster or how 
to make it work with polygons will be what we’ll 
address in the future. 

§0UND|2 ' 

Game On! USA: Now, to change the topic a 
bit... recently Capcom released Street Fighter 
Alpha, There’s 1 hidden character in Alpha and a 
playable character in Alpha Two named Dan. 
There’s a rumor that he was made to look like a 
SNK character... he looks like a mixture of Ryo 
and Robert from AoF. Any comments? 

Takatsu: He does look like him, yes... I think it’s a 
good thing. It’s a sign to us saying that even 
Capcom agrees this is a popular game. ( laughs ) 

Game On! USA: So you think the resemblance 
is intentional? 

Takatsu: Yes, I do. I’m not saying it’s a bad thing j 
that other companies are paying a homage to us. 

Game On! USA: After Art of Fighting 3, what 
new releases do you have in the future? 

Takatsu: There’s a lot. . .Ninja Masters, and 
Samurai Shodown RPG. There’s Metal Slug , a 
shooting game which is in the arcades already and 
is soon to be released for the Neo*Geo. 

Game On! USA: Is Ninja Masters set in the same 
world as Samurai Shodown ? 

Takatsu: No, it’s different... putting it in the same 
world would get monotonous. 

Game On! USA: With another swordfighting 
game out, it makes me think that maybe there’s 


going to be a swordfighting version of King of 
Fighters ' 95 with the characters from Ninja 
Masters and Samurai Spirits. 

Takatsu: If the users want one, I’m sure there could be. 

Game On! USA: About Samurai Shodown RPG — 
is it going to be a Dragon Warrior-Xy\>z game 
where you go around looking for party members 
and building up your statistics, then fight a boss 
at the end? 

Takatsu: Yes, it’s something like that, where you 
gather up the Samurai Shodown characters and play 
them as if they were role-playing characters. 

Game On! USA: Seeing as it’s an RPG, are the 
characters going to get into group battles like 
they do in normal RPGs, or is it going to have 
some other form of battle system? 

Takatsu: There’s both, actually. The standard battle 
is like a regular RPG where everyone gets together 
to fight the monsters they encounter. But it’s going 
to have an action sequence — not quite the kind of 
fighting you’d see in Samurai Shodown the game, 
but definitely an action sequence. In Japan, it’s 
coming out in July. 

Game On! USA: Any plans for release in the 
United States? 

Takatsu: At this time, we don’t know. 

R OUND 3 

Game On! USA: Recently, you’ve begun releasing 
games for the Saturn and PlayStation. What’s on 
the horizon for those systems? 

Takatsu: King of Fighters \ 95 came out for the 
Saturn in March, It’ll be on the PlayStation in 
May, followed by Samurai Shodown 3 on June 28, 
and then Fatal Fury Real Bout. For the Saturn 
we’re doing the same titles, plus Fatal Fury 3. 

Game On! USA: The Saturn version of King of 
Fighters 95 requires a ROM cartridge as well as a 
CD to keep load times down. Is the PlayStation 
fast enough to handle everything with just a CD? 

Takatsu: Well, it’s not as fast as the Saturn ver- 
sion... but the PlayStation will feature a play mode 
that’s not offered in the Sega release. 

Game On! USA: How about the next generation 
of the SNK home machine? 


Takatsu: I can’t say there aren’t any plans, since we 
have to make games, and the game machines evolve 
with the times. But I can’t say anything concrete. 

Game On! USA: About anime versions of SNK’s 
games... what’s next, or is there a “next?” I talked 
to Saiji Tanda at Studio Gl, Masami Obari’s stu- 
dio, a little while back, and they said they were 
hoping to do anime for the Gowcaizer game, 
which is a fighting game featuring Obari charac- 
ter designs. Is there any news in that? 

Takatsu: At present I can’t speak of any plans. [As 
of this time, the Voltage Fighter Gowcaizer anima- 
tion has been announced and is expected in September 
in Japan — Ed.] 

Game On! USA: What audience would you say 
you aim at? In a previous interview with Capcom, 
they said that Street Fighter //was targeted at the 
U.S. market. Being that SNK owns a great num- 
ber of arcades in Japan, would you say you think 
of the Japanese market first? 

Takatsu: The Japanese market is important to us, 
of course, but we think games should be playable 
anywhere in the world. 

Game On! USA: Now for the hardest question, 
that we always end every interview with... do you 
have any message to the readers in the U.S.? 

Takatsu: SNK will, in the coming times, make 
games playable by all game players using the new 
technologies as they become available. So please, 
please don’t abandon us. ( laugh s) 95 



Samurai Shodown RPG 


GAME ON! USA 


9 









King of 
Fighters '94 


ut of 



SNK games have never lacked for anime and manga 


adaptations. A recent issue of Gamest magazine con- 



tains manga based gn fvrld Heroes 2, Galaxy Fight, 

the 

King of Fighters '94 ... six SNK-based titles in all, includ- 



ing the SNK Game Parody Anthology, which features 


skits such as Mai Shiranui going to Neo*Geo World. 


Fatal Fury ggp^gj ShodOWJl 

Samurai Shodown has under- 
gone various multimedia adapta- 
tions, including several comics, 
many humorous. Nakoruru is 
not only an artist's favorite, but a 
common outfit for otaku idols 
such as Shibari Iko. In 1993 
Hobby Japan Comics released a 
comic anthology with stories by 
various authors. 

In 1994 Fuji TV and NAS pro- 
duced the 80-minute Samurai 
Shodown anime, directed by 

Hiroshi 
Ishiodori and 
released in the 
States by A.D. 
Vision. 
However, 
game loyalty 
cuts both 
ways; fans 
flamed the 

Fighting 3 adaptation for dropping the origi- 
nal story, one of the most histor- 
ically complex of any game, and 
making the characters into res- 
urrected "Saint Soldiers" seek- 
ing revenge on Amakusa, who 
betrayed them 100 years ago. 

Fatal Fury 

Fatal Fury is popular both for 
anime and radio-like "audio 



10 GAME ON! USA 


story CDs." The first two 50- 
minute Fatal Fury animated TV 
specials (from NAS and Fuji TV), 
1 994 s Fatal Fury: Legend of 
the Hungry Wolf and 1995's 
Fatal Fury 2: The New Battle , 
were directed by Hiroshi 
Fukutomi. For 1995's 100- 
minute Fatal Fury: The Motion 
Picture , however, character 
designer Masami Obari took 
over the direction. Obari 
[Bubblegum Crisis) not only 
made Mai Shiranui into the 
crazily underdressed heroine 
she is today; he made Joe, 

Terry and the other men into 
ideals of masculine physique, 
after hours of Classical 
research— studying nudes. 

Fatal Fury: The Motion 
Picture features an original plot 
that is half fighting game, half 
Indiana Jones or Armor of 
God The brooding Terry Bogard 
and company fight the megalo- 
maniacal (aren't they all?) villain 
Laocorn, who wants to gain 
divine powers. The three 
movies have been released in 
the U.S. by Viz Video. 

The best known Fatal Fury 
comic creator is the artist 
known as Mondo, who in 1993 
produced several volumes of 
Fatal Fury 2 comics for Studio 



45-minute-long show (subtitle: 
"Battle Spirits") reportedly had 
low-quality animation and the 
fight scenes weren't especially 
dramatic; the saga is yet to be 
properly told. 

The King of Fighters 

King of Fighters '94 manga in a 
sharp-lined but appealingly clear 
style by Ryo Takamisaki runs in 
Gamest to this day, and has 
been collected in four graphic 
novels. The story focuses more 
on the all-female fighting team 
and less on big names such as 
Terry Bogard— though RuGal 
appears as the antagonist. 
Evidently the release of King of 
Fighters '95 wasn't enough to 
make this story obsolete. 


Style. Mondo's scratchy, busy 
style spares neither blood, 
sweat, nor Zip-A-Tone; he now 
draws Fatal Fury Special 
monthly in Gamest , using char- 
acter designs clearly derived 
from the movie. But it's not the 
only series; one Fatal Fury spin- 
off is Geese Howard Gaiden 
("Geese Howard Side Story"), a 
story centered on the unkillable 
crime boss, his thugs, and those 
(such as Blue Mary) who dare 
oppose him. 


Art of Fighting 

The first Art of Fighting story, in 
1992, featured writer Zenji Ishii 
and artist Etsuya Amajishi. 
Amajishi drew the story in a 
deliberate, heavily-muscled way 
with guns, tanks and hun- 
dred-hand strikes. 

Amajishi took over the 
scripting for the Art of 
Fighting 2 manga, the lat- 
est episode in the series, 
which was collected in 
two graphic novels in 
1994. 

Art of Fighting's 1 995 
video version, from the 
company Star Child, is the 
least well-known of SNK 
anime and has not been 
released in the states. The 

Samurai 
Shodown 


Samurai Shodown/Fatal Fury ©SNK/Fuji TV/NAS, 

Art of Fighting 3 ©SNK, King of Fighters ‘94 ©SNK 1994/Ryo Takamisaki 





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IN STORES MAY 28! 




newsline 




The latest gaming reports from Game On! 

If it's coming from Japan to the States, it has to travel along the Newsline. 






Zero Divide 2: 

The Secret Wish 

The sequel to the PlayStation cyborg battle 
game released here by Time Warner 
Interactive has been announced and will prob- 
ably appear in the States. Counting the boss 


Square off and fight: 

Tobal No.1 

RPG maker Square's polygon fighting game, 
Tobal No. 7, will be out for the PlayStation in 
July. Square's first combat game, the develop- 
ment team are staff who worked on Tekken 
and Virtua Fighter, then left to create a new 
team at Square. 

The game's biggest draw is character 
designs by Akira Toriyama ( Dragon Ball) The 
setting is the year 2048, in one of the regular 
fighting tournaments on frontier planet Tobal. 
Combatants include the human (or nearly so) 
Chuji-Wu, Molly, Epon and Fei; the robot 
Horn; and the aliens Oliems, Eel and Muhu. 

The game incorporates 360° movement, 
not rolling out of the way as in Toshinden, 
but complete movement in any direction. 
There are many grabbing moves, more inter- 
active than in most games. The jump heights 
and throwbacks are realistic, and your attack 
buttons determine your attack level, with high 
punches and medium or low kicks. 


12 GAME ON! USA 


characters, there are four new playable char- 
acters in Zero Divide 2, plus new tech- 
niques (when hanging off the edge of the 
ring, you can actually move hand-over-hand 
along the edge) and the ability to lose your 
exoskeleton (which looks extremely gross). 
The frame rate has been upped to 60 fps. 
Summer release in Japan, from Zoom. 


Samurai Shodown RPG 

More screen shots have arrived of the 
much-awaited Neo*Geo CD RPG! There are 
two scenarios or storylines in the game; 
players can choose from a variety of the 
game's characters to complete it, based 
either on their samurai skills or sheer person- 
al preference (say, a party full of girls). The 
game's animal companions, such as 
Mamaha and Poppy, also count as charac- 
ters. For release in July from SNK. 


Capcom Hazards Resident Evil, 

Mega Man X Sequels 

Biohazard 2 (which would be Resident Evil 2 in the U.S.) 
has been announced by Capcom Japan, who will also be 
producing Rockman X 4 (the Japanese title of Mega Man X 4) for 
the PlayStation. Resident Evil 2 is a sure port, while Mega Man X 4 
will probably be if it takes advantage of 32-bit capacities instead of 
being a 16-bit upgrade. Meanwhile, Street Fighter Alpha 2 is still 
steadily expected for the U.S. PlayStation in the 4th Quarter 1996. 


S2 p 
0) LL 

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CD 
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Over Blood 

Over Blood is a new Japanese 
title from Riverhill Soft whose game 
setting are reminescent of Resident 
Over Blood takes place in an abandoned 
research laboratory, with four undergrou 
els and 80 rooms. The main character, 
awakes from cold sleep (seems al 
Laura's Enemy Zero predicament... lot of that 
going around lately) to find he has no memory 
of his life and is about to freeze as the power 
fails. After the first trap, the game 
includes puzzles, zombies, and 
other people who may be allies or 
enemies (including "Peepo," your 
little robot partner). Your controls let 
you move forward, left and right, 
turn around, dash, and (a new fea- 
ture) jump. It was released June 28. 


CM 

3 2 
> - 1 
b d 
o 



Dragon Force ©Sega Enterprises, Ltd. 1996, Enemy Zero ©Warp, Arc the Lad ll©Sony Computer 
Entertainment, Inc., Der Langrisser 3 ©NCS, Albert Odyssey Gaiden ©1996 SunSoft 






The Hero becomes the 
Hunted: Arc the Lad II 

Sony intends to release Arc the Lad as 
its second official PlayStation RPG, so if 
it is successful, the sequel may also 
appear in the States. Arc the Lad II from 
Sony Computer Entertainment is sched- 
uled for Summer release in Japan, 
almost a year after the appearance of the 
original. Probably the largest reason for 
U.S. release would be its strict continua- 
tion of the storyline— and the myster- 
ies— of Arc the Lad. 

Arc the Lad ends with Arc, the main 
character, as a fugitive from the law. In 
Arc the Lad II you begin the game as Elk, 
a 15-year-old hunter who is searching for 
Arc. When eventually you encounter Arc 
and his crew, their strength may be 
determined by your saved memory card 
from ATL. Arc the Lad II will have at least 
five times as much animated movie 
footage as the original, and as far as 
completion time, will have at least three 
times as much combat alone (sometimes 
clues or storyline elements will be 
revealed during combat). As in ATL , the 
music is performed by the London 
Philharmonic Orchestra. 


Albert Odyssey Gaiden:' 
Legend of Eldean # /| 

Another Saturn sequel to a Super Famicom 
simulation RPG, the new Albert Odyssey has 
less military strategy and more RPG elements, 
and is an entirely new game with the same 
characters. The two-part story is complex and 
surrounded by subplots, as you gather allies 
(including dragon-like and bird-like humanoids) 
and develop your party. The characters will be 
voiced by professional voice-actors (a large 
part of the Japanese publicity push for the 
game). SunSoft, who released the game in 
May in Japan, will release it in the States 
sometime before Christmas this year. 


per Langrisser 3 

The first two Langrisser games were released 
for the Sega Mega Drive; this latest is expected 
in July in Japan, from NCS Messiah. Der 
Langrisser 3 is a military simulation RPG with 
battles in a true 3D view, instead of the usual 
hexagons. The Saturn game begins as the 
Goddess Luceris asks you questions, your 
answers to which set up your statistics for the game. The character designer is Satoshi 
Urushibara, character designer for the notorious Plastic Little and Legend of Lemnear, 
as well as some Super Famicom games. Various anime voice-actors do the voices. 


Dragon Force 

Neither all RPG nor all simulation, Working 
Designs (Sega of America's primary Japanese- 
conversion people these days) will be releas- 
ing this hard-to-classify entry in July or August 
for Saturn. Choosing from eight warlords, you 
follow your alter ego on his/her quest to take 
over the land, narrated with colorful animated 
sequences as you encounter the other protag- 
onists. Entering combat, you deploy troops, 
priests, monsters and mecha on a "horizon 
line" perspective. The graphics should bring 
the frequently-dry simulation genre to life. 


Enemy Zero 

The developer/publish- 
er, Warp, has sided 
with Sega over Sony, | 
and Enemy Zero is 
scheduled for Fall 
release. The Saturn 
game takes up 4 CDs 
(most of the first CD is the opening, plus a "practice 
mode" for the action parts of the game). 

The plot is similar to Alien. Laura (the design from D, 
though a different character) wakes up from cold sleep on 
a spaceship and is instantly threatened by an unknown 
being on the other side of a sealed door. She is one of a 
crew of seven headed for Earth, but something has 
attacked the ship, forcing Laura to roam its halls in first- 
person perspective solving puzzles and fighting in third- 
person action scenes. Laura has a video phone to talk to 
the other crew members, and a radar to judge when the 
rarely-seen alien is nearby. 


GAME ON! USA 


13 












The latest gaming reports from Game On! 

If it’s coming from Japan to the States, it has to travel along the Newsline. 





Guilty Gear 

2D fighting games continue to be hits in Japan. 

This dark-future weapons fighter for 
PlayStation, made by Arc Systemworks in the 
SNK tradition, uses several new techniques such 
as a "gamble attack" which makes the upper 
part of your body invincible while leaving your 
lower body vulnerable to attack. The character 
designs are even crazier — a pirate girl with a 
huge axe, a dwarf with a giant butcher knife, and 
a mad scientist with a giant scalpel, to name a 
few (one character controls shadows to make his own shadow into a blade). As in Shin Ou Ken or 
Killer Instinct the characters are rendered but 2D. Expect it this Fall. 


Ninjas and Rappers: Jaleco Plots Game 'Ports 

After announcing that they will not be releasing the PlayStation game 
Shokendo , Jaleco has scheduled two other possible Japanese conversions 
(in addition to the seemingly eternally delayed DreamKnighti One is Funky 
Gatsuman , a game derived from the manga by artist Syufo from Digital Comics. 
The main character is a rap star, M.C. A.T.. Another title is Jajamaru The title 
character, an old Jaleco mascot revived for the occasion, is a ninja who wan- 
ders a 3D castle fighting traditional Japanese ghosts and spirits, depicted with 
manga-style designs (some looking very Urusei Yatsura-Wke . . .) . Both titles 
are very early in development, especially Funky Gatsuman. 


Full Moon Rising: Lunar: 
The Director's Cut 


The Sega CD Lunar series has always had a 
large base of fans, with its 
proudly anime-based story and 
designs. Lunar: Silver Star 
Story scheduled for late 1996 
release in Japan (following sev- 
eral delays from an August release date), 
takes the game to the Saturn. It is an 
expanded version of the first Lunar game, 
with new storylines and characters, not to 
mention retouched graphics. Working 
Designs has announced they will release it in 
the U.S. in Spring 1997 as Lunar: The 
Director's Cut 


Virtua Fighter 2 wins 
Japan Software Awards 

The 4th annual Japan Software Awards just 
announced its 1995 winners in the Business, 
Education and Entertainment categories, with 
Virtua Fighter 2 taking first place in the 
Entertainment division. 

The award, on the grounds of the 60 
frames per second movement rate and 
arcade perfection, was delivered with the 
news that since Dec. 1, 1995 over 1.5 million 
Virtua Fighter II copies have been sold in 
Japan. The other four winners were as follows: 
Derby Stallion 3 (Super Famicom), Jumping 
Flash! (PlayStation), Aquanauts Holiday 
(PlayStation) and Dungeon of Wonder II 
(Super Famicom). 


Arcadeline 

Calling all quarters! Overseas titles that may hit home. 



Sengoku Blade 

In Japan, this shooter also known as Sengoku Ace Episode II (the 
sequel to Sengoku Ace) has arrived; this time it's a side-scrolling 
game featuring flying humans instead of conventional ships. Your 
characters (a total of five) include a Samurai-armored robot, a bat- 
tle-hardened monk and two female warriors, each accompanied by 
animals, spirits and other guardians as you gain power-ups. From 
Psikyo. 



14 


GAME ON! USA 


Lunar © Studio Alex/Game Arts/Kadokawa/Character designs by Toshiyuki Kobuoka, Virtua 
Fighter 2 © Sega, Guilty Gear © Arc System Works, Ltd., Jajamaru ©1996 Jaleco, 

Sengoku Blade ©1996 Psikyo 








Ultraman Battle ©Tsuburaya Production/Bandai»Megumi Tachikawa/Kodansha/ABC/Denshu/TMS/Tomy, Speed R acer ©Tatsunoko Productions/Tomy, 
Fist of the North Star ©Buronson/Tetsuo Hara/Shueisha/Fuji TV/Toei Animation, Tenchi Muyo; No Need for School © AlC/Pioneer LDC/Xing 


Cels and CD-ROMs 

Upcoming Japanese game releases based on anime and manga. 




Ultraman Battle 

After years of 16-bit games, mostly super 
deformed, a serious polygon fighting game 
based on the Ultraman TV series is on its way 
for the Saturn) The Ultra Warriors (not just 
one!) and their monstrous foes clash in a ren- 
dered 3D cityscape. (Hopefully the buildings, 
such as the Eiffel Tower, can be demolished.) 

It'll be up to the developers to decide which TV 
characters (out of about 30) will appear in the 
game, so they've taken input from Japanese 
players on the favorites. The game (from Bandai) 
will fill a cartridge and CD, and is expected in 
December. 


Speed Racer 

Johnny Depp may be playing Speed Racer in the 
upcoming movie, but now a PlayStation Speed 
Racer racing game, Mach GoGoGo! (the original 
Japanese title), will let everyone play the role of 
Speed. Like the hero of the classic anime TV 
series, you drive the Mach Five in races against 
20 cars, using the same button pad as in the orig- 
inal series. Using the car's seven special powers, run underwater, jump over other 
cars, and send out the Gizmo bird rocket to ensure victory. An original animation 
sequence opens the game. September release, from Tomy. 


Fist oft the North Star 

Fist of the North Star ; the (in)famously violent postapocalyp- 
tic manga series, has appeared from Banpresto as an 
adventure game on PlayStation following an earlier 
Saturn version. The story is original, and heavily inter- 
spersed with battles in the Yu Yu Hakusho format; you 
enter complex commands at the correct time, and ani- 
mation sequences (reportedly from over 3000 frames) 
appear on the screen showing the results on you and 
your opponent. A one-on-one mode is included. For the 
first time since the SNES game, you can play Ken, the 
mighty Fist, and bloodily explode the heads of your 
opponents. Release date July 25. 


We Don't Need No LS 
Education: Tenchi Muyo: No 
Need For School 

Tenchi Muyo (No Need for Tenchi) has been 
one of the anime most widely adapted into 
games, beginning with PC CD-ROMs and 
working its way through the home systems. 

Tenchi Muyd: No Need for School, an all- 
new game, is due out this summer for the PlayStation from developer Xing. An 
adventure/simulation game (of the "interactive comic" variety), it takes place in 
Tenchi's little-seen school, with all the usual characters wearing school uniforms. In 
addition, three original characters rear their heads— Sakaki, Ibara, and Kinoko, a bounty 
hunter from outer space. 


Game On! Japan's 
Top Ten Games 

This top ten list is based on sales, 
overall popularity, and industry 
expectations compiled by Game 
On! Japan, one of the leading cross 
platform game magazines in Japan. 
The following list appeared in its 
June 1996 issue. 


#1 — Super Mario RPG 

Super Famicom/Nintendo/RPG 
A very high-action, well-balanced RPG using Donkey 
Kong Country-style rendering techniques, this RPG 
introduced a new genre to the character (and, possi- 
bly, non-RPG-oriented American fans). The American 
version came out in May. With this and Mario 64, 
those goombas just getting more and more 3D. 

#2 — Derby Stallion '96 

Super Famicom/Ascii/Simulation 
This much-hyped horse racing simulation sold out the 
day it was released. Japanese games normally only 
have one print run, but Derby Stallion '96 was so suc- 
cessful that it will be re-released. Ascii is better 
known for King's Field. 

#3 — Tekken 2 

Sony PlayStation/Namco/Fighting 
PlayStation games don't tend to sell out in Japan, but 
Tekken 2 sunk to 35% availability, to delay both Japanese 
fans and American import buyers. Few games have 
received more space in Japanese magazines, with 
enormous move lists and every character in the book. 

#4— Biohazard 

Sony PlayStation/Capcom/'Survival Horror' 

Capcom's frightening first polygon game had a mixed 
reaction in Japan, but sales have been strong, and a 
sequel has been announced. Perhaps the genre will 
become more popular on consoles. Severed hands 
and FMV bullet wounds were censored from the 
American opening video. 

#5 — Kirby Super Deluxe 

Super Famicom/Nintendo/Action 
Six mini-games within one, including a two-player 
head-to-head mode, made this latest Kirby a success. 
(For an example of countries' marketing differences, 
consider the U.S. Kirby games' ads which portray the 
pink-marshmallow hero as a tough guy you don't 
want to mess with.) 

#6 — Gundam ver. 2.0 
Sony PlayStation/Bandai/Action 

#7 — Realistic Powerful Pro Baseball 

Super Famicom/Konami/Sports 

#8 — Super Family Stadium Five 

Super Famicom/Namco/Sports 

#9 — King of Fighters '95 
Sega Saturn/SNK/Fighting 

# 1 0 — Panzer Dragoon Zwei 

Sega Saturn/Sega/Shooting Action 


GAME ON! USA 


15 





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SUPER 
FIGHTER II: 


STREET 
CAM MY 



The story so far... 

Working for MI-6 (British Intelligence) might be too much for most 19-year-olds... but 
not Cammy! Her first mission for the Special Operations Unit finds her at Battleland, 
a little-known island in the Mediterranean dominated by the Battle Rave tournament. 
Working with U.S. Air Force Major Guile, her mission is to join the tournament, 
climbing as high in the fighting circuit as she can. Cammy has reason to worry, as 
five of the last Battle Rave champions mysteriously disappeared, and four resur- 
faced as suicidal terrorists. 

While Guile investigates the mansion of a Battle Rave sponsor, Sang Froid, 
Cammy is challenged to a fight with the down-and-dirty Madross Brothers. But for 
amnesiac Cammy, no fight is as frightening as the recurring memory that she's 
been to Battleland before! 



Name: Sang Froid 
Identity: Sponsor 
of Battle Rave 
Notes: A multimil- 
lionaire and fighting 
connoisseur, he has 
suspected ties to 
the terrorists. 



Name: Diego 
Identity: Friend of Guile 
Notes: One of the five champions who van- 
ished after participating in the Battle Rave. 


SAMURAI 
S H O D O W N 



The story so far... 

The year is 1787, the place is Japan. Plague and famine sweep the Tenmei Era, and 
the swordswoman Nakoruru, attuned to the forces of nature, senses the supernat- 
ural Dark Kingdom is to blame. Seeking to combat the darkness, she finds an ally in 
the swaggering samurai Haohmaru. 

Haohmaru brings his own trouble, however. He is pursued by the ninja Nagiri, 
who accuses him of killing her father. Haohmaru and Nakoruru escape Nagiri, but 
come across a new mystery when a dying ninja leaves them a scroll. The scroll is a 
pledge from the land's five most powerful warlords to attack the capitals, Edo and 
Osaka, which would leave thousands more people dead. 

A stranger then reveals himself as Hattori Hanzo, a government spy. It is his 
mission to stop the warlords, and he tries to win Haohmaru and Nakoruru's help. 
But they are interrupted by a sound from the night as monsters — the Dark 
Kingdom's lackeys — attack to regain the scroll... 


Name: Hattori Hanzo 
Identity: Shogunate 
Ninja 

Notes: In order to win 
Haohmaru and 
Nakoruru's trust and 
prevent war, he has 
done the most danger- 
ous thing a ninja can 
do— exposed his face. 


Name: Nagiri 

Identity: Ninja Assassin 

Notes: If her father was Haohmaru 's friend, 

why does she want Haohmaru dead? 




1 7 GAME ON! USA 


Super Street Fighter II ©1994 Capcom/Masahiko Nakahira, Samurai Shodown ©1995 SNK/Kyoichi Nanatsuki/Yuki Miyoshi 









Story &N5 
English A 
Lettering 

© CAPCOM 


For the purposes of purniTSSTTryf 


SUPER STREET 
FIGHTER II 


FIGHT THREE 
BATTLE RAUE 

PART TWO 


piajiyn by JAMES D. HUDNALL & LILLIAN OLSEN 
-up by MARY KELLEHER 


listauwthe artwork in this publication is in reverse from the original Japanese version. 




















22 GAME ON! USA 



























GAME ON! USA 


25 




YOO'PB OUT 
OF /OUR 
/VUND! WHAT 
IF SOME. EVIL 
COUNTR/ 
SETS AHOLD 
OF THIS 
THINO.'r 



THE WHOLE 
WORLDS 
/MILITAR/ 
BALANCE 
WOULD 
COLLAPSE! 



AH, /ES. . . AS 
THE "WORLDS 
POLICE," THE 
A/MERICAN 
/WLITARy 
/MUST 
STOP IT. 



26 GAME ON! USA 






































NO /MISTAKE 
ABOUT IT. 
THIS PLACE 
/MEANS 
SO/METHINO 
TO /ME! 




g : : : 

*!v' 

'i'lvwMy*- 



■ViViVi - 

•-•IvIvivX* 

'W 



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:j: 

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I (bUESS 
YOUR /V\IND 
CONTROL 
ISNT VERY 

oepenoable. 



Hey.< 

EACH OF 
YOU TAKE 
ONE SHOT 
AT MAJOR 
GUILE. 


34 


GAME ON! USA 






















NOT GOOD. 
IF SHE 

REGAINS HER 
MEMORY, SHE 
WILL REVEAL 
THE SECRET 
OF OUR 
TECH- 
NOLOGY. 



SHALL WE 
ORDER 
SECURITY TO 
EXECUTE 
HER? 



W-WA IT.' 
WE COULD 
USE GRAND. 




































SHE'S 

/MOVING.' THE 
DETERIORA- 
TION /MUST 
HAVE 

PROGRESSED. 


















OH 

NO, 

THE VO- 
CORDBR! 



44 


GAME ON! USA 








GAME ON! USA 45 



ITS A 
PIT/. . . 

I WAS GOING 
TO SUBJECT 
YOU TO 
m NO 

CONTROl 


v.v. 

XWvX 


ANV 

have you 

SERVE WE 
AS ONE 

of /v\y 

SOLVERS. 




'Saw 


.V.V.J 


OH, 

WELL 




46 


GAME ON! USA 























11 








****•: 

W/.VA 


SS! 


Cz^/V/VCz/V 



[iSJBi 

fgt, 

i 


£u 

•Un^l 







GAME ON! USA 51 









WHAT DO 

you /MEAN, 

A VIRTUE'?? 

I KNOW ALL 
OF SANG 
FROID'S 
TECHNIQUES. 
I VON T NEED 
HELP. 



TO BE CONTINUED 






COMING THIS OCTOBER 


FAST, FURIOUS AND FINALLY IN A BOX SET' 


Special three-tape set of fast 
and furious martial arts 
fighting by Japanese action 
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• MEET TERRY BOGARD, HIS SILVER- 
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BATTLE THREE: 
NIGHTMARE 


story by KYOICHI NANATSUKI 
Art by YUKI MIVOSHI 

English Adaptation by FRED BURKE & KAORU HOSAKA 
Lettering & Touch-up by MARY KELLEHER 


© SNK 1 993 


















v.v.; 


.v.v.; 




■nmI 













58 



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pi 

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”... 


WHA J? 


•X*X*Xv 


Wix-x 


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^tvxiXxXv: 


wW 


mm 


mrnmmm 

wmim 






VWft 


I*.*.*.; 


AHA!' 


. : r -:t i »p Hi ;-;;w 
: fjJ itCi : H» HJI 
... 


feaa&C: % 

■ +> “ 


SiMi 


g liiSI'H!! 

Ki'Hlsjsii 


mozui 

IN THE 
NAME 
OF BENI 
GUMO, 

I WILL 
AVENGE 
YOU! 





:»>w 5 


A//A/J0 









Vs.. 


IT...! 


THIS IS THE 
SAME DARK 
SPIRIT THAT 
SURROUNDS 
EDO... 




y&/'? 








r? 


x'l'X'ftiWvv 

•W'WiWiWiiisaiS^m 

wlilm 

liiiii^iii 


WELL 

(PONE! 

YOU 

STOPPED 

MY 

ATTACK! 


HE'S... 
STRONG ! 


OH! 



DA/WWIT! 


POISON 
VAPOR! 
WHAT A 
P/&7Y 
TRICK! 


p//?jy 


T/e/cx? 


THAT'S 


PRAISE 


TO 


/WE! 


AW 







v.v.v 


s&sSSspS 

'.V.V.V 


mm 


HOLD 


RIGHT 
THERE ! 


lil 


mmm 



f 


HIKIROKU! 

WE'LL 

RETREAT- 

FOR 

Mz*y/ 




64 


GAME ON! USA 




* 



THE 

SHIRANUI 

FORCE... 


A GROUP 
OF BEINGS 
WHO ARE- 
AND ARE 
NOT- 
HU/MAN. 






' ; 

* 



;XvXvXv!v 

WX'Xj 

v.vXv! 










THE NAME 
OF THE /MASTER- 
MIND OF THIS 
CONSPIRACy IS 
MADOU SHIRANUI. 
HIS VERy NAME 
WILL /MAKE 
yOUR BLOOD 
CURDLE... 














my 

NAME IS 
MAOOU 
SHIRANUI! 


■II 


•»>» 


WHAT'S 

THE 

MATTER? 


I THOUGHT 
I HEARD 
SOME THING... 
IT SOUNDED 
LIKE 

SOMEONE - 


.vXv-XvXv 






E/ARTHLINSS 
WHO RISE 
AGAINST MB 
- I WILL 
VP.AG you 
ALL INTO 
THE 

OF THIS 
PETTT 
WORLD! 




THIS I 
SWEAR-- 
FOR I 
/W\ THE 
SORCERER 

/rvipyx/ 







A//A/P0... 
SWAt 0P 
A//G#T- 


GAME ON! USA 


69 













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CAME ★ STAR 





To play Roger or Alex: 

Get to the third match on the 
third round, then let your health 
dwindle to around 5% and then 
beat your opponent. In the next 
round you'll be playing against 
either Roger or Alex. Beat either 
one and then you'll be able to 
select either of them. Press a 
punch button to select Roger, or 
a kick button to select Alex. 





Big Head Mode 

Press and hold down select until the 
match starts when you pick your character. 
You should be bigger than the norm (2). To 
be really big and grotesque-looking hold 
down select again while starting a new 
match with the same character (3). 

Kawaii! 


First Person "Punch-Out" Perspective 

Hold down LI and L2 (first player) or R1 and R2 
(second player) as you are selecting your character 
and keep holding down until the match starts. Your 
body will be a green grid and you'll play in the first 
person perspective. 


FULL MOTION 

Tekken 2 

System: Sony PlayStation 

Developer Namco 
Publisher: Namco 

Availability: Now (Japan): 

September 1996 (U.S.) 


T ekken was one of the first 3D fighting 
games to come out in the arcades. The 
graphics for this game were phenomenal 
but it was not widely accepted by the 2D 
diehards. When Tekken came out for the 
PlayStation, it quickly became one of the top 
PlayStation games, fighting or otherwise. Now 
the much awaited sequel has finally arrived. 

The opening sequence shows all the char- 
acters in the game, including Devil Kazuya and 
Angel. With an intro as good as Tekken 2s you 
know that the game itself should be nothing 
short of fantastic. How are the graphics different 
from Tekken ? First of all, the different light 
sourcing and the texture mapped floors give the 
game a whole new appearance. A few of the 
sounds such as the "crunches" you hear as you 
do the multi-part throws have been modified 
from the arcade version. The only other thing is 
that the characters have a diminished polygon 
count, thus making them appear smaller than 
other versions. I wouldn't go so far as to call 
this a drawback because this diminished polygon 
count does not take anything away from game- 
play although Kuma looks ridiculously small. 

The layout of the game is radically different 
from its Tekken predecessors. It seems the pro- 
grammers opted not to include the traditional 
Galaga game at loadup; I guess they figured 
that there's enough in the game itself to keep 
one occupied for hours. I remember the count- 
less hours it took me trying to finish the Galaga 
game in the first Tekken just to get the blue uni- 
formed Kazuya. 

There are many different options to choose 
from: arcade mode, versus mode (you and your 
opponent can choose your health settings from 
70% all the way to 130%), team battle mode, 
time attack mode, survival mode and practice 
mode. If you're looking for an excellent 3D fight- 
ing game then look no further. 


Micah Furuyama 


The Last Word: In the past, there were 
very few games that could come dose to 
being as good as their arcade counter- 
parts. This game is adually an improve- 
ment on the arcade version. From its Full 
Motion Video endings for all the charac- 
ters. to its improved light sourcing and 
sound, this game should not be over- 
looked by the serious fighting game fan. 


72 


GAME ON! USA 


©1996 Namco Ltd. 



©1995 Altron Corp. 


MENU 


PIT FIGHTER 

Robo Pit 

System: Sony PlayStation 

Developer: Altron 

Publisher: Altron (Japan): THQ (U.S.) 

Availability: Now (Japan): 3rd Quarter 1996 (U.S.) 



FIGHT 

ROBOT LIST 
ROBOT WAKING 
INFORMATION 
VS 

MEMORY CARD 
PASSWORD 
CONFIG 


INFORMAT iOM 

NAME RB RED 
RANK lOl/OOOO 
ARM PARTS 
R -PUNCH 1 -066% 
L-PUNCH 1 -066% 



R obo Pit is a unique game developed by 
Altron. The game is best described as 
Jumping Flash meets Cybersled (oh, how 
I try to forget!). You start off the game by assem- 
bling your robot from an assortment of body 
parts and the choice of 2 basic weapons. After 
assembling a robot, it's ready to enter the fight- 
ing robot circuit. Your robot has to start at the 
bottom of the circuit and must battle your way up 
through the rankings by taking on the other 100 
fighting robots. Each fight takes place in a 3D 
arena (yes, there are ring outs) with some of the 
arenas featuring multiple platforms you can jump 
on. There are 30 different weapons you can 
obtain throughout the game to add to your arse- 
nal after you defeat each fighter. Once you get 
the first place ranking you must then take on the 
champion of the circuit to be crowned the new 
robot fighting champion. 

Robo Pit has solid gameplay but the game is 
not very challenging. Once you obtain a powerful 
weapon it's pretty much a breeze throughout the 
game. The controls are tight, with a left and right 
attack along with a guard and jump button. Also, 
you can sidestep your robot with the right and 
left buttons. And what is a fighting game without 
super moves? The super moves are executed by 
pressing the 2 left or right buttons together. 

Robo Pit comes with a 2 player split screen 
mode where you and a friend can duke it out. 

The split screen mode shows no sign of slow- 
down and not that much loss in resolution. 

On the graphic side, Robo Pit features 
decent looking arenas. Some of them look 
dithered and grainy while others are not so bad. 
The scaling is smooth. The game for the most 
part runs at a good frame rate, though after 
defeating your opponent there is some slight 
slowdown. As for the robots, they all have a cute 
"super-deformed" look to them which is one of 
the most appealing things in the game. 



Joseph Mooney 



I % 

/ \ 

The Last Word: Robo Pit is a fun 
game that I would recommend to 
people who like 3D shooter fighting 
games. While not the most challeng- 
ing game I have ever played, it was 
still fun, especially because of all the 
different super deformed robots you 
can make. 






Once you have beaten the circuit 

\ \ ^ 

champion you will be able to play 


him in the 2 player mode. 



GAME ON! USA 


73 










The Last Word: Overall, this is a good sequel to a great game. The program- 
mers very cleverly used both 2D and 3D power of the Saturn to create the awe- 
some atmosphere in PDZ. They have focused on the gameplay to increase the 
replay value of this game and have succeeded. 


STAGES OF 
GROWTH 

Panzer Dragoon II Zwei 

System: Sega Saturn 

Developer: Andromeda 
Publisher: Sega 
Availability: Now (U.S.) 

M any 3D shooter fans have probably 

played and liked Panzer Dragoon, one 
of the most fantastic first generation 
Saturn games of 1995. The sequel has a lot to 
offer in terms of gameplay. 

The game starts with a FMV intro showing 
how a little boy was forced to take vengeance 
upon the enemy organization. As soon as you 
start playing, you'll notice that you are on a baby 
dragon, running on the ground instead of flying! 
Unlike Panzer Dragoon, where you have a 
matured dragon all the time, you start with a 
baby dragon that grows as you progress through 
the game. There are total of 5 different stages of 
the dragon and how much it grows depends on 
your scores. Another addition to the gameplay is 
the Berserk mode for the dragon. On the screen, 
above the energy bar, there is a second bar that 
charges up as you destroy enemies. Whenever 
the bar turns green, you can press a button to 
turn your dragon into the berserk mode; the drag- 
on will continuously lock and shoot whatever 
appears on the screen until the berserk bar is 
empty. 

In later episodes, you can choose different 
routes to complete a stage. For instance, in the 
middle of episode two, you can either fight the 
enemies on the ground or in the air. Although the 
game is still on rails, the ability to choose routes 
and slightly more freedom of movement really 
adds to the enjoyment. Furthermore, if you com- 
plete the game with certain rankings, a 
"Pandora's Box" option will show up in the 
option menu. It is basically a debug mode which 
enable you to select levels or dragons, increase 
your energy or berserk bar, choose difficulty set- 
tings and more. 

The graphics in this game are astounding, 
running at a solid 30fps, although there are some 
understandable slowdowns when a lot of objects 
with special effects appear on the screen at 
once. Everything is beautifully texture mapped; 
more colors are used and more details are drawn 
while there is less pixelization than PD. 
Furthermore, the bosses are amazingly large and 
well animated. The boss in the forest stage occu- 
pies almost the full screen when it is up close to 
you, yet moves smoothly at a very fast pace. 

One other thing worth noting is the water effect. 
It looks a lot more realistic than PD, especially 
when you see the boss moving under the water. 

The best way to describe the effect and the 
overall graphics of Panzer Dragoon II Zwei is 
"You have to see it to believe it!" Unfortunately, 
the music is a letdown. Instead of fantasy music, 
there is a more warlike, upbeat style of music in 
PDZ. It's not terrible, but not quite as good as PD 
or as I expected. 


74 


GAME ON! USA 


Andy Chien 


©Sega Enterprises, Ltd. 1995, 1996 





©1996 BPS 


STUCK IN 
SECOND GEAR 

Tokyo Highway Battle 

System: Sony PlayStation 

Developer: Bullet Proof Software 
Publisher: Jaleco 
Availability: Now (U.S.) 

T okyo Highway Battle has a very interesting 
premise; it's a racing game with courses 
based on actual Japanese highways. 
Unfortunately, while that part of the game is at 
least different and impressive, it goes downhill 
from there. 

THB includes three main modes of play: 
practice race, versus computer, and scenario (you 
against the computer on a busy highway). The 
problem comes in that vs. computer and scenario 
seem almost pointless. There's no on-screen indi- 
cator of what place you are in, and the computer 
opponent flies by you never to be seen again 
(except in the distance), so it ends up feeling 
more like a race against the clock, and not an 
opponent. Had THB been such a game, and been 
designed to be one long course instead of laps, it 
might have worked better. Also, the whole time 
you're racing, you have the strange feeling that 
you should really be going faster than you seem 
to be. I couldn't quite place my finger on why 
exactly, but it was definitely there (it also doesn't 
help to have both manual and automatic have the 
same top speed before modification). 

Your car can be modified in ten different 
areas, each one providing a wide variety of differ- 
ent options you can mix and combine to attempt 
at the best possible performance. While this is a 
great feature and allows players to have much 
more control over their car, it will more than likely 
be intimidating for most players. Only certain 
parts will affect specific cars in positive ways, so 
it's a long game of trial and error. This feature 
seemed really out of place here, and would have 
been better left to games dealing with profes- 
sional racing, such as Nascar or Indy 500. 

The graphics are, again, average. Some 
parts show a nice polish to them (little things like 
the heat joints in the road), while others seemed 
a tad unfinished, with a result of looking quite 
similar to many racers before it. Two views are 
presented, but the first person one rides so low 
to the ground that it's useless. 


Shidoshi Naga 



The Last Word: I expect more from 32-bit racing 
games, and while Tokyo Highway Battle isn’t totally 
bad. it’s not really that good either. There is a wide 
variety of other racing games out there, many of 
which would be better choices for a purchase, save 
maybe for the die-hard racing fan. 



GAME ON! USA 


75 







Namco's Tekken 2 has received a lot of 
publicity ; and huge sales in Japan. But what 
inspired Kazuya's hellhound heart, the ten-hit 
combos, and the rest? The editors of Game 
On!, our Japanese sister magazine, recently 
visited Namco R&D at their headquarters for 
an afternoon of conversation. 


Game On! met with seven Namco devel- 
opers: Saito, responsible for system pro- 
gramming; Mori, designer of household 
CD-ROMS; Abe, coordinator and planner 
for V.S.; Tsuchiya, motion division; 
Kobota, a former designer now in the 
movie division; and programmers Yamato 
and Ito. (Company secrecy prevents reveal- 
ing their full names or faces.) All had 
input into what made Tekken a true “any- 
thing-goes” fighting game. 

Game On!: Namco has one of the biggest 
development teams... which division cre- 
ated Tekken ? 

Namco: There’s a single development divi- 
sion, which splits up for different pro- 
jects... Regarding Tekken , the same division 
that started it up did the port to the home 
console unit. The team name is the 
“People who are working on Tekken or 
“People of Tekken .” (laughs) 

Game On!: When did Tekken come out? 

Namco: The idea came out November 
1993, and the actual game came out in 
December of 1994. The board was fin- 
ished around August, but other things 
took a lot of time including the hard- 


ware... we couldn’t get it organized enough 
so it took another four months. 

Game On!: That was really fast... how 
long did it take you to do Tekken 2? 

Namco: Tekken 2 took about seven 
months, being released in August of 1993, 
and in October Ver. B came out. It’s prob- 
ably one of the fastest in the industry, but 
we do have a lot of people here. About 20 
or 23 people are working on it around the 
clock, and about 30 people work on it 
from time to time. I think we have about 
twice the amount of manpower of other 
companies. 

Game On!: When and how was the idea 
of Tekken born? 

Namco: Well, I could tell you, if it was 
off the record... but I guess that when it 
comes to combat video games, Namco is 
pretty much behind everybody. We had 
the hardware for polygons and the capa- 
bility for home video games. It just took 
awhile for everything to fall into place 
so we could release one. We had a few 
polygon racing games before, but Tekken 
was the first time we used polygons to 
depict people 


76 


GAME ON! USA 


Tekken characters © Namco Ltd. 




1996 Namco Ltd. 



Game On!: Is Tekken the first game to use 
System 11? 


Namco: We develop hardware at the same time 
as software, so even though we do run into hard- 
ships sometimes, we put out Tekken at the same 
time as System 1 1 . System 1 1 itself was devel- 
oped for miniaturization so it could be put into 
various systems, such as home units. Honestly, 
System 1 1 is two boards. All the calculations and 
displays are Sony’s board, and input, memory 
and management are Namco’s board. It’s a joint 
collaboration with Sony’s SCE. Sony made their 
board for home use, and we made ours for 
industry use. 

Game On!: At the time of development, did 
you take into account other games? 

Namco: Well, I guess you’d have to say we took 
notice of Virtua Fighter. . . in the steps of making 
Tekken, we took out the parts we didn’t like in 
Virtua Fighter , such as falling out of the ring. 

Not “un-fun” parts, per se, but parts we 
would’ve done differently. 

Game On!: Where would you say Tekken s orig- 
inality lies? 

Namco: I think we would have to say “Jack.” At 
the beginning, it was Nina or Kazuya who was 
the soul, the cool part, of the game, but once 
Jack came out, our ideas had changed. We 
thought to ourselves, “This is it!” At the begin- 
ning, Jack was going to be like King, but we 
thought it was a little unbalanced. . .it was just a 
weird character, so we were sort of at a loss. 

After this point, we decided to make all the 
characters very manga-like, keeping in mind that 
the characters are the most important thing. 

The reason Jack’s form is kind of strange is 
that the software technology couldn’t keep up, so 
we couldn’t really change his proportions. There 
were a couple of physical problems, so at the 
beginning people were going “Hey! Is that fair?” 
Basically, “anything goes” became the founda- 
tions of Tekken. Of course, some things that 
won’t go just won’t go. 

Game On!: What was Namco’s first 3D poly- 
gon game? ^ 

Namco: We started making it about ten years 
ago, but put it out in 1989. It was called System 
One or System Two. Something new like 
Winning Run is System 2 1 . System One is 
something like Dragon Spirit. 


Game On!: Why did you decide to go with 
the four-button control system for Tekken ? 

Namco: We went around and around about 
this. Six buttons were just too many, especially 
for hitting the buttons around at random. We 
decided to simplify. We thought, since we’re 
doing 3D, why not just do a button corre- 
sponding to each limb? Right leg, left leg... We 
even had the idea “Hey, why not put sensors 
on the player’s body for each limb?” Well, that 
went right out the window, but we stuck with 
the four-button controls. 

We wanted to have a lot of different 
moves; something more complex than a stan- 
dard two-button game, but something that’s 
easy for beginners to use. The two-button sys- 
tems, we think, require too much joystick use 
to make up for the lack of buttons. We thought 
with the four-button system that even if you 
pushed buttons together at random you could 
make combinations. 



Game On!: The ten-hit combos are really 
hard to do. Is there a timing to that? 


Namco: Oh, we’re just being mean, (laughs) 
Actually, compared to other games, there’s no 
basic “rule” to the timing. It’s all rhythm. 

Game On!: Did you use any actual existing 
martial arts for the basis of Tekken ? 

Namco: We took actual moves as reference and 
arranged them in a very gamelike way. We 
made sure of what was important visually, so 
we watched a lot of pro wrestling, boxing, kung 
fu action, aikido, swordfighting, ninjitsu, box- 
ing, karate, pro wrestling, and manga. 

Game On!: What’s the favorite character of 
the development teams? 

Namco: The most popular character with us is 
Jack. I guess with the unpopular characters, 
the number of their techniques doesn’t 
increase. I mean, no one wants to play that 
character, so why give them more moves? Since 
popular characters’ moves increase, you can tell 
which characters are popular in Tekken 2. For 
instance, Law had the really cool somersault, 
so somersaults are easier to do in Tekken 2. 

Paul is a “hit ‘em hard with one blow” charac- 
ter, so he has moves where you strike really 
hard once. Nina would be the kind of charac- 
ter where you want to throw out a bunch of 
moves in combination. 


In Tekken, Heihachi was the strongest 
character, but we couldn’t have him be that 
powerful in Tekken 2. We kept him as strong as 
we could, while bringing the other characters 
up to his level with new techniques. 

Game On!: Which character has the strongest 
fan response? 

Namco: It’d have to be Kazuya. One person on 
the Internet who saw the ending of Tekken 2 
wrote back saying “How dare you do that to 
my dear Kazuya.” (laughs) Otherwise, Law’s 
popular, and Kuma. Oh yes, on Valentine’s 
Day, several popular characters received 
Valentine’s Day chocolates from girls. On 
“White Day” [a March 1 5th Japanese holiday 
where men give presents to women — Ed) , we 
sent them back CDs. 

Game On!: How were the characters created 
in Tekken , and what kind of design techniques 
do you use? 

Namco: Basically, we use models. We don’t 
draw them, like with 2D games. The people 
who make the wireframes and models say “let’s 
do this type of character,” so we use their input 
ahead of time. There’s no actual person who 
drew the characters. They just sort of took 
shape. 

Game On!: What can you tell us about Tekken 3? 

Namco: We’re thinking, “if we could do this, 
it’d be cool... if we could do that, it’d be bet- 
ter.” That’s about it. (laughs) 

Game On!: What do you see for the future of 
3D games for Namco? 

Namco: We’d like to incorporate a lot of 
things. Martial arts itself is a varying field, so 
you can almost have anything; it really is 
“anything goes.” We want to get to the point 
where you say “God, is that fair?” or “That’s 
really foul!” We want to make something 
that’s almost unbelievable. Of course, it might 
actually happen. . . 

Oh yeah, and we want to add Pepsi-Man 
[a Japanese advertising character — Ed) to our 
games. Of course, we might have a hard time 
getting the rights, (laughs) 93 



GAME ON! USA 


77 









over 


a few. Currently, no fighting game is complete 
without a female fighter or two. 

Chun Li: I’d like to have a word with Rose’s agent. 
How she managed to negotiate a contract that 
allowed her to wear such a stylish albeit impractical 
costume (have you ever tried fighting in heels?) is 
beyond me. Either the heads at Capcom 
■ make a few changes in my contract or you 
won’t be seeing me in Street Fighter III I 
still can’t believe how many female fighters out 
k there are wearing G-strings as a direct result of 
my influence. Unbelievable! 


Y uko Aso, Chun Li, Mai Shiranui, 

Michelle Chang and Jill Valentine. . . all 
are video game characters who have 
marked the near absurd level of popu- 
larity of females in video games. There’s no deny- 
ing how significant these characters have become 
since the bygone days when their roles were rele- A 
gated to the “princess in need of rescuing.” 

But the truth is, women don’t often 
receive the type of “exposure” they deserve. B 
No, instead the “babe in video games” has 
become a tired cliche, with no visible end in 
sight. With the typical “video babe character” mired 
in fantasy and almost laughable roles, it’s litde won- 
der that there are probably fewer girls playing video 
games than those featured as characters in the 
games themselves. Since it’s a tough job in itself to 
track down the limited numbers of the females in 
the game playing community, we’ve taken this 
opportunity to talk to a select few of these female 
video game characters instead. 

We’ve opted to start with one of 
the all time most endeared female char- 
acters in video games. In fact, she was the Jm 
first — none other than Street Fighter IIs m 

Chun Li. We managed to get a few words 
from her following her work in Alpha 2. 


We’ve included a segment from the action plat- 
form genre character, Yuko Aso, of the Valis series. 
Inevitably, the inflammatory issue of costumes 
^ came up once again, yet she met it with the 

grace one would expect of a veteran video 
B game character. 


W Game On!: Yuko, you successfully man- 
aged to carve yourself a niche in the tra- 
f W ditionally male-dominated area of action 
^ platform games. Regarding your choice of 
well-known outfits; how do you feel about this 

trend you started so long ago, that refuses 

\ to surrender its popularity? 

Yuko: Well, I wore an armored brassiere and 
a mini-skirt; not exactly the most protective of 
fighting gear in a hack-and-slash world populated 
by demons and other sword wielding villains. 
Perhaps the only “protection” those costumes gave 
me was their distraction value, which tended to 
have more of an effect on the players than it did 
on my foes. I might add that I originally started 
with the traditional school girl’s “sailor” outfit, 
which worked for me at the time... but I shudder 
to think about the trend I started. 


Game On!: It’s widely acknowledged that 
your role in Street Fighter //really opened 
the flood gates for female roles in video 
games. How does it feel to be the orig- 
inal in a manner of speaking? > 

Chun Li: Well first of all, I’d / 
like to ask you whether you ' 

find the slightest thing I / 

wrong with my attire. . . I fr 

Game On!: Uhhh. No, 
actually. . . 


Chun Li: I 


m sure 

they did! So what happened the 
moment I changed into something a little 
more practical as sparring attire? 


Chun Li: That’s right! Most of them complained. 
Something about not being cute enough. Well, 
they fixed that up didn’t they! Made me re-record 
my voice overs (make them “cuter” they said) and 
even made me re-shoot all that footage in my 


Game On!: Even so, there’s no denying you 
paved the way for a tradition of strong female 


Chun Li: Oh, so then I suppose the com- 
mon belief is that all Interpol agents dress 
like this then? 

Game On!: Not at all! But it is the general 
impression that most players have always liked 
your original costume. It’s something of a trade- 
mark signature. 


original “Chinese acrobat” costume for Street 
Fighter Alpha 2. It wasn’t something they could 
do with a simple palette swap, after all. 

Game On!: I see your point, but it was your 
popularity, due partially to your appearance, that 
set things in motion for all those others: Mai, 
Michelle, Sarah, Cammy and Rose to name just 


characters in video games. 

Yuko: Yes, it’s good to know when you’ve had a 
positive influence. Unfortunately, those same roles 
have lapsed a bit, but with new characters such as 
Jill Valentine of Resident Evil and Lara Croft of 
Tomb Raider , they’re becoming a bit more 
admirable and respectable. I can only hope that 


78 


GAME ON! USA 


Street Fighter II ©Capcom Co. Ltd. 


Resident Evil ©Capcom Co. Ltd, Fatal Fury © SNK/Fuji TV/NAS, Tomb Raider ©1996 
Eidos Interactive/Core Design Inc., Tekken 2 ©1996 Namco Ltd., Valis ©Telenet 




GAME ON! USA 79 


known more for our appearances than our abilities 
and strengths. 

Game On!: A valid point, but at least you were 
depicted as having a high level of competence. 

Now Chris on the other hand... 

Jill: ( Laughs ) True! Chris was completely clueless at 
times, even though he never had to say anything 
particularly stupid. But then, how many times did 
he have to be rescued? 

Game On!: Well, twice actually. About the same 
number of times you had to be rescued by Barry. 

Jill: And there you have it folks; Resident Evil, the 
game for equal opportunity gamers {laughs). So long 
as you allow my actions to speak in place of my 
words — and yes, you can make fun of my lines (I 
didn’t write them) — it’s quite evident that I’m one 
task force gal you don’t want to mix it up with! 


That’s all the time we have for this segment of 
Game Over! But we’ll be back in 
thirty with more commentary both on and from the 
women in video games you know and love. ^5 


this current trend continues, even if it means mov- 
ing from women with swords to gals with guns. 


Speaking of Jill Valentine, we managed to track her 
down in the wake of her success in Resident Evil 


Game On!: Resident Evil has enjoyed a huge 
amount of popularity. As a new idol of millions of 
gamers, is there anything you’d like 
to add regarding the current role of 
female characters in video games? 


Jill: ( Groans ) All right, I’ll 
admit my presence may have 
had a positive effect on the 
world of video games, but 
some of the lines those 
writers drafted for me were 
utter dogs! Does anyone 
have an idea as to how 
many times I had to say 
things along the lines of “I 
don’t know anything!”, “I 
don’t know what’s happen- 
ing,” or “What’s going on? I 
don’t understand?” Well, 
neither do I. I’m amazed I 
never had to say anything 
like, “What do I know? 
I’m just a girl! Teehee!” 

It’s amazing that despite 
all this alleged 
“progress,” we are still 
depicted as being 





roughly 2 anil a hall steps beyond. . . 

alt .ant 



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You asked for it, and here it 
is... Game On! USA intro- 
duces its codes & tips sec- 
tion, ON! Command! Game 
On! USA also looks back at 
E3, the year's biggest gaming 
convention, where Japan's 
Game On! and your own edi- 
tors meet to look at the next 
year in manga gaming. We 
schmooze with Japanese 
developers and present an 
interview with Glams, whose 
space simulations are on their 
way to the U.S. High tech and 
hot tips in Issue #4! 


Feature Presentation 

IT'S HIP TO BE SQUARE 

They started with Nintendo, and 
now the PlayStation is about to 
see their next efforts — when peo- 
ple think Japanese RPGs, more 
often than not they think of devel- 
oper/publisher Square. With the 
backing of popular artists, and 
expert programmers, Square's 
Final Fantasy has been the top- 
selling 16-bit PPG — but why 
aren't titles just as popular being 
ported to the States ? Visit the 
new offices of Square L.A. and 
find out how Hollywood technolo- 
gy is being used in Final Fantasy 
VII . . .and new games developed 
just for the U.S. ! 


32-bit Manga 

What began in mystery ends 
in blood. . . 

BATTLE ARENA TOSHINDEN 

The most secret fighting tour- 
nament ever begins! Blood- 
specked samurai Eiji, whip- 
wielding Sofia, and the rest are 
dragged in by the 
Organization's claws. 


SAMURAI SHODOWN 

Galford, Haohmaru and 
Nakoruru have briefly thwart- 
ed the Dark Kingdom. But 
Tenmei Era 
Japan is 
about to 
become the 
Era of 

Darkness as 
Madou 
Shiran ui's 
magic leads 
to a fight 
from which 
one of them will not return! 


All This... 

Newsline: The Latest Updates from America and Japan 

PC Interface: Manga gaming on your computer 

Play Tests: Reviews of Jumping Flash 2, Floating Runner & 

Saturn games 

...And Much, Much More! 


80 GAME ON! USA 


Samurai Shodown ©Kyoichi Nanatsuki/ Yuki Miyoshi/ SNK 1995, Toshinden, ©Takara; 
Characters ©Tsukasa Kotobuki, Final Fantasy VII ©1996 Square, Galventure ©Glams 


i 



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